i've just received another fansite Q&A with D3 develop team after March 26th ，there are some interesting things. enjoy :coffee:

[HR][/HR]

In the new website database all gems only display â€œHeadâ€ and â€œWeaponâ€ slot effect. Does this mean they can be no longer be placed in other slot? And this page only display 4 type of gems, is Diamond and Sapphire removed?

The website is wrong, gems can still be placed in all the same slots. We did remove Diamond and Sapphire a while back. Their effects just werenâ€™t very cool.

In the last feedback, we find that give item to other players would not remove itemâ€™s dyed effects. So can we use CE dye on our items and then give them to our friends? Is there any restriction on it?

Dyes will be removed when selling them on the AH, but items dropped on the ground will retain their dye color. You can CE dye an item and drop it for your friend, yes. We donâ€™t really feel this is a serious issue as itâ€™s up to that player to dye someone elseâ€™s gear. If they choose to do so itâ€™s them deciding to lessen the special-ness of their dye colors. Itâ€™s one of those things that in theory sounds like itâ€™ll be a serious issue, but in practice probably wonâ€™t really affect the color rarity. Plus itâ€™s almost assured that the CE colors wonâ€™t be everyoneâ€™s favorites.

Paying gold to upgrade blacksmith seems pointlessâ€¦ Can we make this feature work like the blacksmith profession in WoW? Or would the blacksmith be empowered in later difficulties? For example, have x chance to create best quality items?

The blacksmith is trained with gold as we didnâ€™t want someone who ignored crafting for a difficulty level or two to have to go back and farm low level materials, like you do in WoW. And since crafting is generally intended to support itemization in higher difficulty levels, our focus for crafting is on Nightmare and beyond.

The model of the life potion is a cube, but its icon is a vial. Will we fix it?

No intent to fix it. The 3D models that drop in the world (we call them flippies) are not accurate representations of items as they appear in icons and on your character.

If a friend has joined your game, how do you kick them out?

We have plans for a kick system, but it wonâ€™t make it for ship. We think itâ€™s more important to wait and see how people are playing the game with each other before giving them tools that could potentially be exploitable for griefing.

In Diablo II, players are able to leave the game immediately by Alt+F4. Itâ€™s very important for players playing hardcore mode to protect their character when they encounter latency. Now what can they do if a hardcore character die in the latency caused by the unstable server?

Playing Hardcore comes with inherent risks. Some of those risks are going to be things that you cannot help, such as your computer crashing, the game freezing, the internet dropping, a chipmunk dressed up as a treasure goblin tapping on your window, etc. Those are risks that you take, and we will absolutely not restore Hardcore characters for any reason whatsoever, including it being lost for a reason that is very clearly not the fault of the player.

This question is about two skills of Witch Doctor. The detail about Haunt mentioned â€œHaunt an enemy with a spirit, dealing 575% weapon damage as Arcaneâ€¦â€, but for the skill Spirit Barrage, it says â€œBombard a target with a spirit blast that deals 190% weapon damage as Physical, which doesnâ€™t make sense for players since they all attack with spirit. What makes the different? Or is it a mistake?

We put more weight on the damage type fitting the visual effect of the skill than most anything else. Itâ€™s more important to us that when you use a skill and see the visual that the damage type match the visual, than to have it conform to the lore or skill name.

Do weapon affixes such as life leech or additional elemental damage apply to spells (Wizardâ€™s Spectral Blade) and abilities (Barbarianâ€™s Bash)? If it applies to some but not all, how do we make that determination?

They apply to all abilities.

Are there any concerns that certain affixes and affix combinations may be unbeatable even by the most skilled and well equipped players at higher difficulty levels? For example, the Jailer affix seems like it may present issues in Inferno because players will be locked down and unable to avoid the damage. Are we okay with there being unbeatable (or virtually unbeatable) packs of Champions and Rares?

If something is truly unbeatable, we would be concerned, yes. We donâ€™t believe any are unbeatable.

The monk ability Crippling Wave seems to outshine other monk Primary Attacks, mostly by virtue of its ability to strike every creature in the front arc for 2 strikes then all creatures in 360 degrees on the third strike, but also because it does equivalent or more damage than other monk abilities as well as applies a debuff. That said, it feels very good to use it in its current iteration, so it would be a shame to nerf it.

We knew the game was really close to complete when multiple people are playing the same class and each of them says that X ability is a must-have, and thatâ€™s the case here. Crippling Wave is very strong, but itâ€™s certainly not a must-have to be successful, or even competitive.

Is Magic Find using diminishing returns in the same way as in Diablo II, where Magic Find stat affected in a different way the chance for blue, yellow and gold drops (actual bonus of MF was diminished for rarest items)?

No, itâ€™s a literal (and lateral) improvement across the board. We may tweak it but thatâ€™s the way it is right now.

What happens in a situation when 3 players party who have stacked 3 stacks of Nephalem Valor is joined by another player? Will the new player start with 0 stacks of Nephalem Valor?

Yes, the person that just joined will start with 0.

Is Nepahalem Valor buff area limited or will all players in game get it independent of their location at the time of the kill?

All players receive it. They could be sitting in town and still get a stack. Keep in mind their presence in the game just made everything more difficult, so good luck to their team is killing a champion/rare without the full group.

Is there snare resistance present in game that allows to reduce snare effect partially, or do is there only complete immunity to snares?

There is CC reduction, which includes snares.

What is the maximum bonus to movement speed? Is there a limit to how fast a character can move?

The maximum is 25%.

With removal of secondary effects from elemental affixes (apart from freeze in cold damage) players are wondering if there still is a difference between damage generated from different elemental affixes other than graphic effect?

There are still elemental resistances, both on monsters and players, so damage type can come into play both in PvE and PvP. There isnâ€™t a ton of resistance around though, so itâ€™s not something that stacks super high, and thereâ€™s no elemental immunity. Skills also differ enough that youâ€™ll have some outs if you do run into an enemy with high resistance. (itâ€™s not D2 where you just spam your 1 skill and if you come up against an enemy thatâ€™s resistant to that 1 skill youâ€™re screwed)

Will monsters have stun resistance of some kind? A party of 4 barbarians with Ground Stomp appears to be able to apply stuns infinitely by rotating the use of this skill within their party.

Yes this is a possibility, but higher level enemies have higher CC resists so itâ€™ll be difficult to replicate in Nightmare and higher.

What was the reason for replacing the kick animation used in Diablo 2 for attacks and spells when breaking jars, urns, barrels and ashes in Diablo 3?

Because itâ€™s more awesome to be able to blow up dozens of destructible objects than walk around and kick them one by one.

Speaking of ashes and loose stones - do they share the same item drop rate as mobs or is it higher/lower?

Everything in the game has varying chances to drop loot. You could absolutely get a legendary item from smashing an urn, but the chances are insanely small compared to a champion/rare which has a higher chance.

Do players get a benefit from having a higher MF or GF when opening ashes, loose stones and bookcases?

Yes. There are some very specific items, usually related to quests, that can only drop gold. But your Gold Find will still affect those.

"so itâ€™s them deciding to lessen the special-ness of their dye colors."

Seriously? What, are we all 12 (no offense to those who are actually 12)? Do we really feel the need to each be "special little snowflakes" that badly (special: someone willing to shell out $100)? I'm cool with not being special (or cool, really, for that matter). I just found their answer hilarious, in a small, sad way.

Snarkiness aside, thanks much for posting this Q&A! I thought I began to detect some "attitude" with the hardcore answer, but they started to sound human again shortly after. I did find it odd, however that they were so unconcerned with the potion look incongruity, yet very concerned with the damage descriptor vs graphic look. It seems to me that they should strive for consistency throughout; (shrug) guess that's why I'm not a game designer (well, that and my lack of skill, experience, follow-through, ethic, taste, etc.).

Jay definitely oversimplified the movement speed part, since there is a 40% movement bonus on the Barb’s Sprint for example. I think if one source of the bonus is higher than 25%, then you can still go over the cap. For example, with two +15% MS items you would move 25% faster, but when you activate Sprint you’ll move 40% faster.

As for the unbeatable Jailer mod, you can use mobility skills to move around while jailed. It doesn’t remove the effect though.